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Nerf These ******* Lights.


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#21 Bushwick Bill

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Posted 11 November 2012 - 02:30 PM

In my opinion, current light pilots are getting too used to the lack of collision mechanics. Once back in place the dominance they enjoy now will lead to a rude awakening. New light pilots are enjoying flawed mechanics, the cries will be immense when they start tripping over each other and the larger mechs they currently ignore. Collision and hit box fixes will bring things into balance again. If you are worried about k/d ratio, pilot a light until things are fixed. I still find the game enjoyable and look forward to payback.

I do hope the fix is coming sooner than later.

Edited by Bushwick Bill, 11 November 2012 - 02:30 PM.


#22 PlasmoidPixel

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Posted 11 November 2012 - 02:39 PM

They're getting too used to just charging in with no consequence. After netcode has undergone some more tweaking and collisions are back, it'll be juuust fine. :)

#23 Murphy7

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Posted 11 November 2012 - 02:42 PM

View PostKeifomofutu, on 11 November 2012 - 02:21 PM, said:

It isn't specific to lights. Fast mediums can cause the same issues. Course we haven't seen those till cicada and the new centurion were released.


The OP was specific to lights, and CN9-D still suffers from the much too large for its weight profile, so I would argue it is slightly less protected by the idiosyncracies of the netcode and collision mechanics than the jenner, fast ravens, and commandos.

Speaking broadly though, it feels li ke we need to rely on server side tracking mechanics too much in order to combat lights, and the LRM rain isn't great when lights can leghump as outrageously as they have been.

What really sucks is when MM has filled your side with three light trial mechs, and you just know that isn't what is going on with the other side.

#24 Salient

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Posted 11 November 2012 - 02:54 PM

just dont suck.

#25 ebea51

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Posted 11 November 2012 - 10:55 PM

Lights are fine... or will be fine when:

When hitboxes are fixed (projected hitboxes moving ahead of fast moving light mechs known and to be fixed)

When knockback/tripping is re-released late novmeber (in patch notes, check the COMMAND CHAIR section of the forums)

When latency is fixed (ongoing... or when dedicated servers in different regions are deployed perhaps)

#26 Tarman

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Posted 11 November 2012 - 11:00 PM

View PostVassago Rain, on 11 November 2012 - 12:50 PM, said:

I don't even need to comment.


Like that has EVER stopped you before.

#27 Lorcan Lladd

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Posted 11 November 2012 - 11:14 PM

Lights are only a problem if you can't mount Streaks, to be fair.
Although it's pretty aggravating that, now, not only do team mates chase them, but it also takes them ages to destroy a single Light 'Mech, giving the Heavies and Assaults a lot of time to close in...

#28 80sGlamRockSensation David Bowie

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Posted 11 November 2012 - 11:22 PM

View PostVassago Rain, on 11 November 2012 - 12:50 PM, said:

I don't even need to comment.



That's right you don't. This thread does is the definition of what not constructive criticism is. Do not create these type of threads.

Lights themselves are fine, if you are referring to rubber-banding issues and lag, then that is a core game issue, not the lights mech's problem.

Edited by mwhighlander, 11 November 2012 - 11:22 PM.


#29 Blaank

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Posted 11 November 2012 - 11:26 PM

"Only issues [in dealing with lights] are netcode/hitbox/collision." --shabowie

#30 RAM

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Posted 12 November 2012 - 12:07 AM

Thank you for your feedback.


RAM
ELH
MOD





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